Sometimes the best documentation of game development isn't in the design docs. It's in the developer comments left behind when nobody thought anyone would read them.
In 2013, when Disney bought Lucasfilm and shut down LucasArts, the developers at Raven Software panicked that their work would be locked away forever. So they hastily dumped the entire source code for Jedi Outcast and Jedi Academy onto GitHub. Because it was a rush job, they didn't sanitize any of the internal comments.
The result is a time capsule of stressed-out programmers trying to make lightsaber physics work in the Quake 3 engine. And the comments are spectacular.
In sv_savegame.cpp, a developer had to write a fake loading loop just to keep a "Saving" popup visible long enough for players to read it. Their comment: "I'm going to jump in front of a fucking bus if I ever have to do something so hacky in the future." Later in the same file: "The first thing that the deferred script is going to do is to close the 'Saving' popup, but we need it to be up for at least a second, so sit here in a fucking busy-loop. See note at start of function, re: bus."
The AI pathfinding code contains gems like "fuck, jump instead" and "fuck it, just force it." The dismemberment system - which handled cutting off limbs with lightsabers - includes: "why I should need do this Fuck alone knows. But I do."
My favorite might be the Win32 function name in the ModView tool, used to force the UI to update: FuckingWellSetTheDocumentNameAndDontBloodyIgnoreMeYouCunt(). Anyone who's fought the Win32 API will appreciate that energy.
The famous John Carmack fast inverse square root trick - inherited from Quake 3 - still has the original comment: "what the fuck?" Even the Raven developers reading it years later had no idea how it worked.
Here's what makes this special: Jedi Academy has one of the highest skill ceilings of any multiplayer game ever made. The lightsaber combat system is absurdly deep, with frame-perfect timing, directional parries, and movement tech that took years for players to master. And it runs on code held together by spite and profanity.
The OpenJK team has since cleaned up this spaghetti and kept the game alive. But the original source code is a reminder that great games aren't built by perfect engineering. They're built by exhausted developers who make it work anyway.
